MipMapping level, C++ code-> intraDL
by Luis Anton · in Torque Game Engine · 11/26/2003 (3:32 pm) · 0 replies
I was getting strange effects on my models. If I do this in the common/client/canvas.cs script: setOpenGLMipReduction(5), every .dts looks blurred. Whatever level I use, the textures keep it no matter how far or close the .dts is.
I looked through the code, and I found in
TSShapeInstance::render
that all my models shared the same feature: the intraDL variable for them is ALWAYS ZERO! I tried with the example player, rocks and trees, and I get different values ranged from 0.0 to 1.0 depending on the distance (1.0 closest). But my models are always 0.0.
Has anyone any idea what could be wrong? Could something be missing from the 3DStudio tree, so when I export to .dts something else doesn't work properly?
I looked through the code, and I found in
TSShapeInstance::render
that all my models shared the same feature: the intraDL variable for them is ALWAYS ZERO! I tried with the example player, rocks and trees, and I get different values ranged from 0.0 to 1.0 depending on the distance (1.0 closest). But my models are always 0.0.
Has anyone any idea what could be wrong? Could something be missing from the 3DStudio tree, so when I export to .dts something else doesn't work properly?